Arcane Bond advice for a Divinations Wizard


Advice


I'm making a Elven Divination Wizard (Opp: Necro/Ench) for organized pbp play. So instead of Scribe Scroll I get Spell Focus at lvl 1 as no crafting feats are allowed. I'm taking Overwhelming Magic instead of Weap Familiarity and Elven Magic, so I can get a second Spell Focus, so I'll choose Evocation and another school (I don't think Divination really benefits from Spell Focus as much as the other schools, maybe Illusion or Transmutation? - feel free to talk me out of this) And I'll start with Magical Lineage and Precocious spellcaster traits in Magic Missile. For my lvl 1 feat I'm taking Toppling Spell. So now I can prepare Toppling Magic Missile in a lvl1 slot that trips at 100ft :)

I want to use Arcane Bond so I can get an unprepared spell per day and imbue it with magic abilities. What abilities should I shoot for? I'm thinking of using a ring, but I'd have to wait til lvl 7 to imbue it.

"A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat)."


One advantage to Divination specialty is the initiative bonus 1/2 your caster lvl and always able to act in a surprise round. I'd recommend going with Warrior of Old(Elf Race trait) and improved initiative, then focus on buffs/defense spells to nudge party into less of a disadvantage those times they get surprised. Magic Missile with Toppling Spell more screams for the Evoker specialist tbh. Caster Lvl 7 spell(4th lvl) to recall would be Globe of lessor invulnerability, Stone skin, Resilient Sphere, or Greater invisibility, as a suggestion for those surprise round situations, though Haste(3rd lvl) can also be a good call. As to abilities for the ring to imbue it with, several options from existing rings come to mind, Ring of Wizardy III or IV would be good for spells per day, Ring of Spell Storing, Ring of Sustenance, Ring of Force Shield, Ring of Feather Fall, and Ring of Evasion are also good choices for effects to imbue a ring with, or if allowed, mix two or more effects into one ring.


Scrapper wrote:
One advantage to Divination specialty is the initiative bonus 1/2 your caster lvl and always able to act in a surprise round. I'd recommend going with Warrior of Old(Elf Race trait) and improved initiative, then focus on buffs/defense spells to nudge party into less of a disadvantage those times they get surprised. Magic Missile with Toppling Spell more screams for the Evoker specialist tbh. Caster Lvl 7 spell(4th lvl) to recall would be Globe of lessor invulnerability, Stone skin, Resilient Sphere, or Greater invisibility, as a suggestion for those surprise round situations, though Haste(3rd lvl) can also be a good call. As to abilities for the ring to imbue it with, several options from existing rings come to mind, Ring of Wizardy III or IV would be good for spells per day, Ring of Spell Storing, Ring of Sustenance, Ring of Force Shield, Ring of Feather Fall, and Ring of Evasion are also good choices for effects to imbue a ring with, or if allowed, mix two or more effects into one ring.

I'm wanting to use Toppling Spell for Battlefield control with ranged tripping, but I don't want to occupy lvl2 spell slots to do it, hence the Magical Lineage trait. I could probably drop Precocious Spellcaster for Warrior of Old. I just wanted a +1 CL on Magic Missile for the bonus to trip, because Toppling spell uses Int + CL as your CMB bonus. I think a +2 Initiative is probably more valuable though.

At level 5, I'm getting Reach Spell for better debuffing with Touch spells, because then I can do Touch Spells at Close range. Touch of Idiocy, Touch of Gracelessness, etc.

At level 7, I'm getting Dazing spell for Dazing Toppling Magic Missiles in a lvl4 slot. That's 5 creatures dazed and possibly, but probably, tripped. I swapped Scryer in for Diviner's Fortune for added eavesdropping capability.

Scryer

Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.

You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su)

At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Here's my planned build:

Lvl1 Toppling Spell, Spell Focus (Evocation), Spell Focus (Transmutation)
Lvl2
Lvl3 Spell Specialization: Magic Missile
Lvl4
Lvl5 Reach Spell, AD: Creative Destruction
Lvl6
Lvl7 Dazing Spell
Lvl8
Lvl9 Quicken Spell
Lvl10 AD: Opposition Research (Necromancy)
Lvl11 Spell Penetration
Lvl12
Lvl13 Maximize Spell
Lvl14
Lvl15 Spell Perfection (Disintegrate), AD: True Name
Lvl16
Lvl17 Greater Spell Focus (Transmutation)
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality

Starting spells:

Magic Missile
Burning Hands
Alarm
Shield
Anticipate Peril
Touch of Gracelessness
Enlarge Person
Identify

At lvl 2 I'll pick up 2 more lvl 1 spells:
Mage Armor
See Alignment

At lvl 3 I get my first 2nd level spells:

Glitterdust
Invisibility

At lvl 4:
Touch of Idiocy
Detect Thoughts

It's essentially a "crowd control, buff/debuff, go first, respectful blasting capability, and always know what the bad guys are up to" build.

Oooooo I really like the Ring of Wizardry...


Pathfinder Adventure Path Subscriber

I do not recommend bonding to a weapon or wand, because you need to have your bonded item equipped to cast. This is trivial for a ring or amulet, but for a weapon or wand it means you actually need to be wielding it in your hand. Since you also need a free hand to cast spells with a somatic component, that means spellcasting effectively requires two hands rather than one hand. Then you have to worry about issues like disarming, social situations, situations in which your weapon must be concealed... it's just not worth it. Go with the ring or amulet.


Dasrak wrote:
I do not recommend bonding to a weapon or wand, because you need to have your bonded item equipped to cast. This is trivial for a ring or amulet, but for a weapon or wand it means you actually need to be wielding it in your hand. Since you also need a free hand to cast spells with a somatic component, that means spellcasting effectively requires two hands rather than one hand. Then you have to worry about issues like disarming, social situations, situations in which your weapon must be concealed... it's just not worth it. Go with the ring or amulet.

Yeah, I'm pretty sure I'm going to use a ring. I like the ring of Wizardry idea from Scrapper.

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